return {
-- main contributors ez
{
{ "Nano", { "Created Rune CE" } },
{ "Stiven", { "CE Expert", "roblox.lua", "owns Nano" } },
{ "4lve", { "CE Expert", "External Dex", "Offsets", "roblox.lua" } },
{ "Deuces (@deuces1961)", { "Init Rewrite", "Anti-Detections", "Metatable Wizard" } },
{ "jalon (@jLn0n)", {
"Drawing Library",
"Psuedo-Filesystem Library",
"securecall",
"Game UI Scaling Fixes",
"Beautiful Credits (that you are viewing rn)",
},
},
{ "sirzyx.", { "Quick Select functionality" } },
{ "0x031", { "New Lua IDE (would replace OdeScriptEditor if released)" } },
{ "Dottik & BeboMods", { "LuaInit", "Various contributions" } },
{ "LEETcyanide", { "Main Game UI designer" } },
{ "MeZavy!", { "Original Creator of the Game" } },
{ "jayyy", { "The one who originally created roblox.lua", "The one who shared the method to the public" } },
},
-- indirect contributors
{
{ `Reinitialized`, { "Virtualized Lua module (loadstring)" } },
{ `kosukeReboyX`, { "Virtualized Lua<i>u</i> module (loadstring)" } },
{ `SpaceDice999`, { "OdeScriptEditor" } },
{ `boatbomber`, { "HashLib" } },
{ `RobloxGamerPro200007`, { "AES Library" } },
{ `Reselim`, { "Base64 Library" } },
{ `metatablecat`, { "LZ4 Library" } },
{ `Psuedoreality`, { "Accurate <u>getthreadidentity</u>" } },
},
}
here's full list, just wait for them to join here ig (edited)


Undo/Redo support.
Ctrl-Z and Ctrl-Y
Ctrl-D to select current word.
Up/Down arrows cursor movement.


























Undo/Redo support.
Ctrl-Z and Ctrl-Y
Ctrl-D to select current word.
Up/Down arrows cursor movement. 

ily


-- > SERVICES < --
local UIS = game:GetService("UserInputService")
local TS = game:GetService("TweenService")
-- > UI < --
local Main = script.Parent.Main
-- Content
local Content = Main.Content
local Content_PageLayout = Content.PageLayout
local Content_Execution = Content.Execution
local Execution_Buttons = Content_Execution.Buttons
local Execution_IDE = Content_Execution.IDE
local Execution_List = Content_Execution.List
local Execution_Tabs = Content_Execution.Tabs
-- Switch
local Switch = Main.Switch
local Switch_Bar = Switch.Bar
local Switch_Buttons = Switch.Buttons
local Buttons_Execution = Switch_Buttons.Execution
local Buttons_ScriptHub = Switch_Buttons.ScriptHub
local Buttons_Settings = Switch_Buttons.Settings-- > SERVICES < --
local UIS = game:GetService("UserInputService")
local TS = game:GetService("TweenService")
-- > UI < --
local Main = script.Parent.Main
-- Content
local Content = Main.Content
local Content_PageLayout = Content.PageLayout
local Content_Execution = Content.Execution
local Execution_Buttons = Content_Execution.Buttons
local Execution_IDE = Content_Execution.IDE
local Execution_List = Content_Execution.List
local Execution_Tabs = Content_Execution.Tabs
-- Switch
local Switch = Main.Switch
local Switch_Bar = Switch.Bar
local Switch_Buttons = Switch.Buttons
local Buttons_Execution = Switch_Buttons.Execution
local Buttons_ScriptHub = Switch_Buttons.ScriptHub
local Buttons_Settings = Switch_Buttons.Settings -- > SERVICES < --
local UIS = game:GetService("UserInputService")
local TS = game:GetService("TweenService")
-- > UI < --
local Main = script.Parent.Main
-- Content
local Content = Main.Content
local Content_PageLayout = Content.PageLayout
local Content_Execution = Content.Execution
local Execution_Buttons = Content_Execution.Buttons
local Execution_IDE = Content_Execution.IDE
local Execution_List = Content_Execution.List
local Execution_Tabs = Content_Execution.Tabs
-- Switch
local Switch = Main.Switch
local Switch_Bar = Switch.Bar
local Switch_Buttons = Switch.Buttons
local Buttons_Execution = Switch_Buttons.Execution
local Buttons_ScriptHub = Switch_Buttons.ScriptHub
local Buttons_Settings = Switch_Buttons.Settings 
truefunction asd(...)
local val1, val2 = ...
print(val1, val2)
end
asd("dottik is ass", "fuck u", "ur shit")
"ur shit" is not shownfunction asd(...)
local val1, val2 = ...
print(val1, val2)
end
asd("dottik is ass", "fuck u", "ur shit")
"ur shit" is not shown local urmom = if urmom_is_fat then "ill fuck ur mom" else "nahh fuck ur own mom"; print(urmom)local urmom = if urmom_is_fat then "ill fuck ur mom" else "nahh fuck ur own mom"; print(urmom) local className = refs.__index(self, "ClassName")
if instanceHooks.property[className] then return refs.__index(...) end (edited)refs.__index = hookmetamethod(game, "__index", newcclosure(function(...)
local self, index = ...
index = typeof(index) == "string" and index:gsub('\0', '') or index
if not self or not index then return refs.__index(...) end
local objCName = refs.__index(self, "ClassName")
local hookedProps = instanceHooks.property[objCName]
if not hookProps or not hookProps[index] then
return refs.__index(...)
else
return hookProps[index](...)
end
end)refs.__index = hookmetamethod(game, "__index", newcclosure(function(...)
local self, index = ...
index = typeof(index) == "string" and index:gsub('\0', '') or index
if not self or not index then return refs.__index(...) end
local objCName = refs.__index(self, "ClassName")
local hookedProps = instanceHooks.property[objCName]
if not hookProps or not hookProps[index] then
return refs.__index(...)
else
return hookProps[index](...)
end
end) refs.__index = hookmetamethod(game, "__index", newcclosure(function(...)
local self, index = ...
index = typeof(index) == "string" and index:gsub('\0', '') or index
if not self or not index then return refs.__index(...) end
local objCName = refs.__index(self, "ClassName")
local hookedProps = instanceHooks.property[objCName]
if not hookProps or not hookProps[index] then
return refs.__index(...)
else
return hookProps[index](...)
end
end) 
env.fetchglobal LMAOenv.set/getidentityenv.fetchglobal LMAO env.getglobal would be better i supposeenv.getglobal would be better i suppose local __namecall = GetCallerFromXpcall(function() return game:____() end)
__namecall(game, {})game:GetFUllName()--TODO: it should handle yielding like an L closure, threads spawned inside it seem to mess it up generally i think (unconfirmed; probably related to the whole yielding issue)--TODO: it should handle yielding like an L closure, threads spawned inside it seem to mess it up generally i think (unconfirmed; probably related to the whole yielding issue) local s, res = pcall(function(...) return wF(...) end, ...)
if not s then wF = rewrap(f); coroutine.yield(nil) else coroutine.yield(res) end local No
local function ShouldIRun()
if No then
return
end
No = true
return "VERY IMPORTANT INFO"
endlocal No
local function ShouldIRun()
if No then
return
end
No = true
return "VERY IMPORTANT INFO"
end XSS💘💘# **GLORY TO THE RUNE SUPPORT COMMUNIST PARTY (RSCP)!**# **GLORY TO THE RUNE SUPPORT COMMUNIST PARTY (RSCP)!** 

getscriptbytecode function?getscriptbytecode function? 





suggestions: [
{
label: ':GetDescendants',
kind: monaco.languages.CompletionItemKind.Method,
documentation: 'Returns an array containing all descendants of the instance',
insertText: ':GetDescendants()',
range: range
},
]
instance_offsets = {
"name":0x48,
"parent":0x60,
"childlist":0x50,
"class_descriptor":0x18 ,
"property_descriptor":0x28,
"event_descriptor":0xD0,
"boundedfunctions":0x178,
"new" : "RobloxPlayerBeta.exe+461D70",
"name_map" : "RobloxPlayerBeta.exe+3AE46C0"
}
property_descriptor_offsets = {
"name": 0x8,
"returntype" : 0x28,
"security" : 0x1C,
"GetSet" : 0x80,
}
bounded_functions_offsets = {
"name":0x8,
"security" :0x1C,
"function" : 0x78
}instance_offsets = {
"name":0x48,
"parent":0x60,
"childlist":0x50,
"class_descriptor":0x18 ,
"property_descriptor":0x28,
"event_descriptor":0xD0,
"boundedfunctions":0x178,
"new" : "RobloxPlayerBeta.exe+461D70",
"name_map" : "RobloxPlayerBeta.exe+3AE46C0"
}
property_descriptor_offsets = {
"name": 0x8,
"returntype" : 0x28,
"security" : 0x1C,
"GetSet" : 0x80,
}
bounded_functions_offsets = {
"name":0x8,
"security" :0x1C,
"function" : 0x78
} Instance Class:
0x0 = VTable
0x8 = Self
0x10 = Createable
0x18 = ClassDescriptor
0x48 = Name
0x50 = Children Start
0x58 = RefCount
0x60 = Parent
ClassDescriptor:
0x8 = ClassName
0x28 = PropDescriptor
0x30 = PropDescriptor End
0xD0 = Signals
0xD8 = Signals End
0x178 = BoundFunctions
0x180 = BoundFunctions End
PropDescriptor:
0x0 = VTable
0x8 = Name of PropDescriptor
0x28 = Type of Property
0x30 = Class Descriptor
0x50 = Type/EnumDesc > GetSetImpl 0x0
0x70 = GetSetImpl if 0x50 == Type and not Enum on 0x50 and 0x70 and 0x80
0x78 = GetSetImpl if Enum on 0x50 and 0x70 and 0x80
0x80 = GetSetImplFunction if 0x50 == 0x58
GetSetImpl Info for PropDesc:
-
Parent = 0x78
Get = 0x8
Set = 0x18
-
BoundFunc:
0x0 = VTable
0x8 = Name
0x28 = Type, pointer to String
0x30 = Pointer to Class Descriptor
0x80 = Pointer to Function
0x78 = Pointer to Function
LuaState:
0x78 = Pointer to Shared
Shared:
0x30 = Identity Offset
0x40 = ScriptContext Pointer
0x50 = Pointer to script Instance
0x48 = RunContext Type = Byte
Shared 32bit:
0x18 = Identity Offset
0x28 = ScriptContext Pointer
0x38 = Pointer to script Instance
0x2C = RunContext Type = Byte
TaskScheduler UWP 64bit Byfron:
0x0 = 4 Byte Int going up
0x4 = 4 Byte Int some value, 1
0x8 = Double 0.05
0x70 = Double 0.05
0x158 = FPS
0x178 = JobStart
0x180 = JobEnd
TaskScheduler:
0x0 = 4 Byte Int going up
0x4 = 4 Byte Int some value
0x8 = Double 0.05
0x70 = Double 0.05
0x158 = FPS
0x178 = JobStart
0x180 = JobEndInstance Class:
0x0 = VTable
0x8 = Self
0x10 = Createable
0x18 = ClassDescriptor
0x48 = Name
0x50 = Children Start
0x58 = RefCount
0x60 = Parent
ClassDescriptor:
0x8 = ClassName
0x28 = PropDescriptor
0x30 = PropDescriptor End
0xD0 = Signals
0xD8 = Signals End
0x178 = BoundFunctions
0x180 = BoundFunctions End
PropDescriptor:
0x0 = VTable
0x8 = Name of PropDescriptor
0x28 = Type of Property
0x30 = Class Descriptor
0x50 = Type/EnumDesc > GetSetImpl 0x0
0x70 = GetSetImpl if 0x50 == Type and not Enum on 0x50 and 0x70 and 0x80
0x78 = GetSetImpl if Enum on 0x50 and 0x70 and 0x80
0x80 = GetSetImplFunction if 0x50 == 0x58
GetSetImpl Info for PropDesc:
-
Parent = 0x78
Get = 0x8
Set = 0x18
-
BoundFunc:
0x0 = VTable
0x8 = Name
0x28 = Type, pointer to String
0x30 = Pointer to Class Descriptor
0x80 = Pointer to Function
0x78 = Pointer to Function
LuaState:
0x78 = Pointer to Shared
Shared:
0x30 = Identity Offset
0x40 = ScriptContext Pointer
0x50 = Pointer to script Instance
0x48 = RunContext Type = Byte
Shared 32bit:
0x18 = Identity Offset
0x28 = ScriptContext Pointer
0x38 = Pointer to script Instance
0x2C = RunContext Type = Byte
TaskScheduler UWP 64bit Byfron:
0x0 = 4 Byte Int going up
0x4 = 4 Byte Int some value, 1
0x8 = Double 0.05
0x70 = Double 0.05
0x158 = FPS
0x178 = JobStart
0x180 = JobEnd
TaskScheduler:
0x0 = 4 Byte Int going up
0x4 = 4 Byte Int some value
0x8 = Double 0.05
0x70 = Double 0.05
0x158 = FPS
0x178 = JobStart
0x180 = JobEnd 
insert key to mimic internal ui
I'll work on the floating button ig (edited)insert key to mimic internal ui
I'll work on the floating button ig (edited)# Assignments [PRIORITY ORDER]
- Support for all games:
- <@1168131334024200222>, Stiven [***LEADER***]
- <@311397526399877122>, pio
- <@347818082787393539>, 4lve
- <@474555624219344906>, jalon
- CE Bridge (Primarily Http & Filesystem):
- <@474555624219344906>, jalon [***LEADER***]
- <@856303696829087754>, sirzyx
Optional:
- <@1168131334024200222>, Stiven
- <@755436608001409054>, Deuces
- REDO & Redesign Ingame UI, according to rebrand (Toggle keybind, Draggable Hover icon when closed like on mobile executors). Also add proper Script Editor:
- <@277914744005066762>, Leetcyanide [***LEADER***?]
- <@1145132487656345701>, 0x031 (Script Editor)
- <@755436608001409054>, Deuces (functionality)
Optional:
- <@562934062977646607>, Arad [***LEADER***?]
- <@856303696829087754>, sirzyx
- <@311397526399877122>, pio
- Improve loadstring (boost speed, support for obfuscated scripts if possible) & Decompiler:
- <@898275769082593291>, Tryptamine [***LEADER***]
Optional:
- <@474555624219344906>, jalon
- Increase UNC % Rating (Prioritize functions that are used more often)
- <@755436608001409054>, Deuces
- Optional:
- Focus on the tasks above first, we will work on this later
- Add more built-in scripts & improve their compatibility (ex. Infinite Yield & Dark Dex)
Left to assign (I have no idea what they're best at, especially most of the Codex guys):
- <@1161367661628895242>, Furky
- <@1058047674772881421>, uzn
- <@1010290469235871785>, Dottik
- <@761266566230442044>, bebomods
- <@830031741225009203>, Master Oogway
- <@1075500928968445985>, Shyde
Optional:
- <@189019379512508416>, Cassie# Assignments [PRIORITY ORDER]
- Support for all games:
- <@1168131334024200222>, Stiven [***LEADER***]
- <@311397526399877122>, pio
- <@347818082787393539>, 4lve
- <@474555624219344906>, jalon
- CE Bridge (Primarily Http & Filesystem):
- <@474555624219344906>, jalon [***LEADER***]
- <@856303696829087754>, sirzyx
Optional:
- <@1168131334024200222>, Stiven
- <@755436608001409054>, Deuces
- REDO & Redesign Ingame UI, according to rebrand (Toggle keybind, Draggable Hover icon when closed like on mobile executors). Also add proper Script Editor:
- <@277914744005066762>, Leetcyanide [***LEADER***?]
- <@1145132487656345701>, 0x031 (Script Editor)
- <@755436608001409054>, Deuces (functionality)
Optional:
- <@562934062977646607>, Arad [***LEADER***?]
- <@856303696829087754>, sirzyx
- <@311397526399877122>, pio
- Improve loadstring (boost speed, support for obfuscated scripts if possible) & Decompiler:
- <@898275769082593291>, Tryptamine [***LEADER***]
Optional:
- <@474555624219344906>, jalon
- Increase UNC % Rating (Prioritize functions that are used more often)
- <@755436608001409054>, Deuces
- Optional:
- Focus on the tasks above first, we will work on this later
- Add more built-in scripts & improve their compatibility (ex. Infinite Yield & Dark Dex)
Left to assign (I have no idea what they're best at, especially most of the Codex guys):
- <@1161367661628895242>, Furky
- <@1058047674772881421>, uzn
- <@1010290469235871785>, Dottik
- <@761266566230442044>, bebomods
- <@830031741225009203>, Master Oogway
- <@1075500928968445985>, Shyde
Optional:
- <@189019379512508416>, Cassie 



local words = {
['print'] = 'builtin',
['warn'] = 'builtin',
['Vector3'] = 'builtin',
['Vector2'] = 'builtin',
['CFrame'] = 'builtin',
['Color3'] = 'builtin',
['error'] = 'builtin',
['Instance'] = 'builtin',
['game'] = 'builtin',
['script'] = 'builtin',
['workspace'] = 'builtin',
['math'] = 'builtin',
['table'] = 'builtin',
['string'] = 'builtin',
['pairs'] = 'builtin',
['ipairs'] = 'builtin',
['next'] = 'builtin',
['require'] = 'builtin',
['tonumber'] = 'builtin',
['tostring'] = 'builtin',
['type'] = 'builtin',
['wait'] = 'builtin',
['while'] = 'keyword',
['true'] = 'keyword',
['false'] = 'keyword',
['then'] = 'keyword',
['do'] = 'keyword',
['if'] = 'keyword',
['else'] = 'keyword',
['elseif'] = 'keyword',
['end'] = 'keyword',
['for'] = 'keyword',
['function'] = 'keyword',
['local'] = 'keyword',
['nil'] = 'keyword',
['not'] = 'keyword',
['or'] = 'keyword',
['and'] = 'keyword',
['break'] = 'keyword',
['return'] = 'keyword',
['repeat'] = 'keyword',
['until'] = 'keyword',
['in'] = 'keyword',
}local words = {
['print'] = 'builtin',
['warn'] = 'builtin',
['Vector3'] = 'builtin',
['Vector2'] = 'builtin',
['CFrame'] = 'builtin',
['Color3'] = 'builtin',
['error'] = 'builtin',
['Instance'] = 'builtin',
['game'] = 'builtin',
['script'] = 'builtin',
['workspace'] = 'builtin',
['math'] = 'builtin',
['table'] = 'builtin',
['string'] = 'builtin',
['pairs'] = 'builtin',
['ipairs'] = 'builtin',
['next'] = 'builtin',
['require'] = 'builtin',
['tonumber'] = 'builtin',
['tostring'] = 'builtin',
['type'] = 'builtin',
['wait'] = 'builtin',
['while'] = 'keyword',
['true'] = 'keyword',
['false'] = 'keyword',
['then'] = 'keyword',
['do'] = 'keyword',
['if'] = 'keyword',
['else'] = 'keyword',
['elseif'] = 'keyword',
['end'] = 'keyword',
['for'] = 'keyword',
['function'] = 'keyword',
['local'] = 'keyword',
['nil'] = 'keyword',
['not'] = 'keyword',
['or'] = 'keyword',
['and'] = 'keyword',
['break'] = 'keyword',
['return'] = 'keyword',
['repeat'] = 'keyword',
['until'] = 'keyword',
['in'] = 'keyword',
} local words = {}
for idx, val in pairs(getfenv(0)) do
-- We can add Builtins here.
words[idx] = "builtin"
end (edited)local words = {}
for idx, val in pairs(getfenv(0)) do
-- We can add Builtins here.
words[idx] = "builtin"
end (edited)local words = {}
local function addSubtable(t, prefix)
for idx, val in pairs(t) do
-- We can add Builtins here.
words[idx] = "builtin"
if typeof(val) == "table" then
addSubtable(idx, prefix .. "." .. idx)
end
end
end
addSubtable(getfenv(0), "")

print()instancePattern = bytesToPattern(intToBytes(AOB))[2:].decode('utf-8').replace("\\x", " ")instancePattern = bytesToPattern(intToBytes(AOB))[2:].decode('utf-8').replace("\\x", " ") instancePattern = bytesToPattern(intToBytes(AOB))[2:].decode('utf-8').replace("\\x", " ") bytesToPattern(intToBytes(AOB))[2:] slices the pattern from the second index
.decode('utf-8') decodes the sliced pattern from bytes to utf-8 string
.replace("\\x", " ") replaces all instances of "\x" of the decoded string with a space (edited)print() local lastText = textbox.Text
local indentKeywords = {["do%s*$"] = 1, ["then%s*$"] = 1, ["^%s*end"] = -1, ["^%s*else"] = -1}
textbox:GetPropertyChangedSignal("Text"):Connect(function()
local newText = textbox.Text
if newText:sub(-1) == "\n" and lastText:sub(-1) ~= "\n" and newText:sub(-2, -2) ~= " " then
local lines = newText:split("\n")
local indentLevel = 0
for i = 1, #lines - 1 do
local line = lines[i]
for keyword, change in pairs(indentKeywords) do
if string.find(line, keyword) then
indentLevel = indentLevel + change
break
end
end
end
textbox.Text = newText .. string.rep(" ", indentLevel)
end
lastText = textbox.Text
end)
DFIntTextSizeLimitDFIntTextSizeLimit string {string} too
print(`string {string}`) -> "string table: 0xdeadbeef" (edited)string {string} too
print(`string {string}`) -> "string table: 0xdeadbeef" (edited)








'''
I
Am
Nigger
''' (edited)class Nigger:
def __init__(self):
# this will print when the class gets instanced EXP: Nigger()
print("""
Bad Wordle Clone
Guess the five letter hidden word in six attempts
Your progress Guide:
+ Bla
- Nig
x Ger
""")
def game_logic(self):
...
def random_words(self):
...
def feed_back(self):
...
if __name__ == "__main__":
Nigger().game_logic() # this Instances the class then calls the function game logic after class Nigger:
def __init__(self):
# this will print when the class gets instanced EXP: Nigger()
print("""
Bad Wordle Clone
Guess the five letter hidden word in six attempts
Your progress Guide:
+ Bla
- Nig
x Ger
""")
def game_logic(self):
...
def random_words(self):
...
def feed_back(self):
...
if __name__ == "__main__":
Nigger().game_logic() # this Instances the class then calls the function game logic after ResetGuiOnSpawn is set to falseResetGuiOnSpawn is set to false ResetGuiOnSpawn is set to false ResetGuiOnSpawn is set to false partnerUserId value that you send as json data in the request each time u generate a token (edited)partnerUserId value that you send as json data in the request each time u generate a token (edited)

int& ref = x; // Reference
int* ptr = &x; // Pointerint* ref = &x; // Compiler implementation of a reference
int* ptr = &x; // pointerenum class FileStatus {
HIDDEN,
VISIBLE,
ERROR_STATUS
};
FileStatus getStatus(const std::string& filepath) {
DWORD fileAttributes = GetFileAttributes(filepath.c_str());
if (fileAttributes != INVALID_FILE_ATTRIBUTES) {
if (fileAttributes & FILE_ATTRIBUTE_HIDDEN) {
return FileStatus::HIDDEN;
}
else {
return FileStatus::VISIBLE;
}
}
else {
// Handle error
DWORD error = GetLastError();
std::cerr << "Error getting file attributes. Error code: " << error << std::endl;
return FileStatus::ERROR_STATUS;
}
}


